Matching Items (36)

Digital Lover, a Thesis

Description

Digital Lover, A Thesis is a short film about two young Black women who fall in love over the internet. The film can be classified as a music video, utilizing the song Digital Lover by lil qwerty and Lee, but

Digital Lover, A Thesis is a short film about two young Black women who fall in love over the internet. The film can be classified as a music video, utilizing the song Digital Lover by lil qwerty and Lee, but breaks slightly from generic convention by utilizing an entirely narrative-based approach. This thesis submission shows the scope of this work’s creation, including the primary ideation and pitch document (the treatment), a version of the script from the middle of pre-production, and a late-stage version of the film.

Set in 1999, the film focuses much of its time on exploring alternative visual interpretations of a color-saturated digital space, and contrasting these with a less-vibrant analog world. This contrast intends to provide a visual differentiation between the digital and analog worlds, serving as the basis of the film’s storytelling. The built worlds privilege the emotional context of the internet, and contain an inherent thesis statement: that the digital experience can be as rich and meaningful as that of the analog, if not more so. The visual direction is the result of integrating several perspectives, including contemporary representations of the internet on film, personal observations, digital themed art installations, and experiences of others on the internet. As such, this film intended to engage with the existing body of work, and provide an artistic contribution to what already existed within the film and music video landscapes.

With this, I intend to use storytelling as a tool for conceptualizing worth. Specifically, with the centering of two Black women as romantic interests, I hope to provide a nuanced affirmation in a space where representation is often lacking.

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Date Created
2019-05

The Art of Accessibility: A Portfolio of Science Communication

Description

This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays

This creative project is a portfolio of accessible science communication. It consists of three multimedia texts, each one written and designed for a different audience about a different topic. The first project is an article/report about the recent launch delays and cost increases for the James Webb Space Telescope, written for adults in their 40s-50s. The second project is a children’s picture book about Einstein’s theory of general relativity, written for homeschoolers in 6th grade. The third project is an educational animated video about the difference between gravity waves and gravitational waves, written for students in 7th grade.

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Date Created
2019-05

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The Effects of Multimedia Learning on Task Performance Among the Aging Population

Description

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be

As one of the first attempts to research multimedia platforms for older adults when learning an online photo-editing software, this study examined whether an audio only, a text only, or a combination of an audio and text tutorial would be the most effective teaching method. Elderly adults aged 65 and older (N-45) were randomly assigned to one of the three conditions. They first went through a training phase that utilized their assigned condition to teach five tasks within the photo-editing program, and they were then tested on how well they learned these tasks as well as a transfer task. It was predicted that the multimedia condition would increase learning efficiency, produce more successes in the transfer task, and decrease cognitive load compared to the two unimodal conditions. The multimedia condition (text and audio) had no significant effect on transfer task successes or decreases in cognitive load compared to the unimodal conditions (text only and audio only). The multimedia condition, however, did produce significantly less errors on Tasks 2, 4, and 5 than the unimodal conditions. This suggests that redundancy principles may play an important role when designing learning platforms for elderly users, and that age needs to be considered as an additional factor during the technological design process.

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Date Created
2017-05

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A Multimedia Approach in Asthma Medication Education

Description

In the United States, more than 22 million people are estimated to be affected by the chronic illness, asthma (American Lung Association [ALA], 2014). Of those 22 million, approximately 7.1 million are children (ALA, 2014). An important factor in trying

In the United States, more than 22 million people are estimated to be affected by the chronic illness, asthma (American Lung Association [ALA], 2014). Of those 22 million, approximately 7.1 million are children (ALA, 2014). An important factor in trying to curb the frequency of asthma attacks is education. Particular elements of asthma education include symptom recognition, self-management skills, correct administration, and understanding how medications are used to control asthma. A review of the literature shows that multimedia education holds some promise in increasing asthma-knowledge retention. This creative project involved the creation of an asthma-education video with a concomitant asthma-education comic book. Of the two creations, the asthma-education video was used in a former Doctorate of Nursing Practice (DNP) student’s study to supplement a session at a clinic with an asthma educator. The tools included in the study, the Asthma Medication Use Questionnaire (Moya, 2014) and the Asthma Control TestTM (ACTTM; QualityMetric Incorporated, 2002), were completed by the participants prior to and after the implementation of the session that incorporated the video. The results suggested that the video had an effect on asthma control as measured by the ACTTM (QualityMetric Incorporated, 2002), but not on daily preventative asthma inhaler usage as measured by the Asthma Medication Use Questionnaire (Moya, 2014). The comic book has not been evaluated yet. Both multimedia education tools—the comic book and the video—were created as a requirement for the Barrett thesis.

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Created

Date Created
2015-05

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Underneath The Jersey: Profiles of Arizona State Student-Athletes

Description

Underneath the Jersey: Profiles of ASU Student-Athletes is a collection of four 5,000-6,000-word profiles with multiple multimedia elements for each, written and created by Samantha Pell. This collection was made to reveal the personal stories of several Arizona State University

Underneath the Jersey: Profiles of ASU Student-Athletes is a collection of four 5,000-6,000-word profiles with multiple multimedia elements for each, written and created by Samantha Pell. This collection was made to reveal the personal stories of several Arizona State University student-athletes and what brought them, or what they have personally experienced, while attending ASU. Subjects were chosen not by popularity or by contributions to their respective teams, rather they were chosen in order to shed light on some athletes' stories that would normally go unnoticed in the public domain. Most of the time in this day and age, the price tag of a professional or student athlete is more important to fans than the player's actual lives. It is so easy for society to lose sight of the human under the uniform so the question I wanted to answer with this collection is: At their core, who are these athletes and who are they besides the number on their jersey? The subjects in the profiles range from an ASU wrestler, an ASU women's water polo player, and both ASU men and women's basketball players. In addition to the subject's themselves, other sources like friends, coaches, and family members were also interviewed and included in the profiles. The website housing the articles offers a variety of multimedia elements included for each subject. Those range from a Q&A video, interactive timelines, and photos. Visit the website at: www.underneaththejersey.wordpress.com

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Date Created
2016-05

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The Culture of Study Abroad

Description

The Culture of Study Abroad is a pre-departure resource for prospective American study abroad students. This resource exists in the form of a multimedia website containing expert advice, helpful resources, and true stories of American students and faculty directors who

The Culture of Study Abroad is a pre-departure resource for prospective American study abroad students. This resource exists in the form of a multimedia website containing expert advice, helpful resources, and true stories of American students and faculty directors who have studied abroad. Through creative non-fiction storytelling, interviews, research, and photographs, readers are encouraged to take full advantage of studying abroad as a way to expand their global knowledge and understanding. This website offers advice on the topics of cultural observation, homestays, traveling while abroad, safety, and foreign language, in an attempt to better prepare students for the unique cultural experiences awaiting them abroad. Visit the website: www.thecultureofstudyabroad.wordpress.com

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Created

Date Created
2015-05

Development and Use of Instructional Multimedia to Enhance Student Comprehension of Fundamental Structural Analysis and Design Techniques

Description

In the Spring 2013 and Fall 2013 semesters, a survey was taken of students enrolled in the principal undergraduate civil engineering structures course, CEE 321: Structural Analysis and Design, to assess both the prevalence of technology in the lives of

In the Spring 2013 and Fall 2013 semesters, a survey was taken of students enrolled in the principal undergraduate civil engineering structures course, CEE 321: Structural Analysis and Design, to assess both the prevalence of technology in the lives of the students and the potential ways this information could be use to improve the educational experience. The results of this survey indicated that there was a considerable demand for additional online resources outside of the formal classroom. The students of CEE 321 requested online lecture videos in particular, and so a project was launched at the start of the Spring 2014 semester to deliver a large body of academic instructional videos. In total, a collection of 30 instructional videos which covered all key topics covered over a semester of CEE 321 was published. The driving interest behind this creative project is to increase the level of understanding, comfort, and performance in students enrolled in the class. Although the quantity of initial student feedback is relatively small, the reactions are distinctly positive and reflect an improvement in understanding amongst the responding students. Over the course of upcoming semesters, qualitative and quantitative assessments of the impact of the videos are expected to provide a better indication of their quality and effectiveness in supporting student comprehension and performance in CEE 321. Above all, the success of these videos is directly tied to their ability to function as living, adaptable resources which are continuously molded and improved by student feedback.

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2014-05

CYOA an examination of the possibilities of dynamic musical objects as a new format for music distribution

Description

CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically addresses the overlap between application structure and musical form. The

CYOA is a prototype of an iPhone application that produces a single, generative, musical work. This document details some of the thoughts and practices that informed its design, and specifically addresses the overlap between application structure and musical form. The concept of composed instruments is introduced and briefly discussed, some features of video game design that relate to this project are considered, and some specifics of hardware implementation are addressed.

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Date Created
2013

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Batch mode active learning for multimedia pattern recognition

Description

The rapid escalation of technology and the widespread emergence of modern technological equipments have resulted in the generation of humongous amounts of digital data (in the form of images, videos and text). This has expanded the possibility of solving real

The rapid escalation of technology and the widespread emergence of modern technological equipments have resulted in the generation of humongous amounts of digital data (in the form of images, videos and text). This has expanded the possibility of solving real world problems using computational learning frameworks. However, while gathering a large amount of data is cheap and easy, annotating them with class labels is an expensive process in terms of time, labor and human expertise. This has paved the way for research in the field of active learning. Such algorithms automatically select the salient and exemplar instances from large quantities of unlabeled data and are effective in reducing human labeling effort in inducing classification models. To utilize the possible presence of multiple labeling agents, there have been attempts towards a batch mode form of active learning, where a batch of data instances is selected simultaneously for manual annotation. This dissertation is aimed at the development of novel batch mode active learning algorithms to reduce manual effort in training classification models in real world multimedia pattern recognition applications. Four major contributions are proposed in this work: $(i)$ a framework for dynamic batch mode active learning, where the batch size and the specific data instances to be queried are selected adaptively through a single formulation, based on the complexity of the data stream in question, $(ii)$ a batch mode active learning strategy for fuzzy label classification problems, where there is an inherent imprecision and vagueness in the class label definitions, $(iii)$ batch mode active learning algorithms based on convex relaxations of an NP-hard integer quadratic programming (IQP) problem, with guaranteed bounds on the solution quality and $(iv)$ an active matrix completion algorithm and its application to solve several variants of the active learning problem (transductive active learning, multi-label active learning, active feature acquisition and active learning for regression). These contributions are validated on the face recognition and facial expression recognition problems (which are commonly encountered in real world applications like robotics, security and assistive technology for the blind and the visually impaired) and also on collaborative filtering applications like movie recommendation.

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Date Created
2013

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Energy and quality-aware multimedia signal processing

Description

Today's mobile devices have to support computation-intensive multimedia applications with a limited energy budget. In this dissertation, we present architecture level and algorithm-level techniques that reduce energy consumption of these devices with minimal impact on system quality. First, we present

Today's mobile devices have to support computation-intensive multimedia applications with a limited energy budget. In this dissertation, we present architecture level and algorithm-level techniques that reduce energy consumption of these devices with minimal impact on system quality. First, we present novel techniques to mitigate the effects of SRAM memory failures in JPEG2000 implementations operating in scaled voltages. We investigate error control coding schemes and propose an unequal error protection scheme tailored for JPEG2000 that reduces overhead without affecting the performance. Furthermore, we propose algorithm-specific techniques for error compensation that exploit the fact that in JPEG2000 the discrete wavelet transform outputs have larger values for low frequency subband coefficients and smaller values for high frequency subband coefficients. Next, we present use of voltage overscaling to reduce the data-path power consumption of JPEG codecs. We propose an algorithm-specific technique which exploits the characteristics of the quantized coefficients after zig-zag scan to mitigate errors introduced by aggressive voltage scaling. Third, we investigate the effect of reducing dynamic range for datapath energy reduction. We analyze the effect of truncation error and propose a scheme that estimates the mean value of the truncation error during the pre-computation stage and compensates for this error. Such a scheme is very effective for reducing the noise power in applications that are dominated by additions and multiplications such as FIR filter and transform computation. We also present a novel sum of absolute difference (SAD) scheme that is based on most significant bit truncation. The proposed scheme exploits the fact that most of the absolute difference (AD) calculations result in small values, and most of the large AD values do not contribute to the SAD values of the blocks that are selected. Such a scheme is highly effective in reducing the energy consumption of motion estimation and intra-prediction kernels in video codecs. Finally, we present several hybrid energy-saving techniques based on combination of voltage scaling, computation reduction and dynamic range reduction that further reduce the energy consumption while keeping the performance degradation very low. For instance, a combination of computation reduction and dynamic range reduction for Discrete Cosine Transform shows on average, 33% to 46% reduction in energy consumption while incurring only 0.5dB to 1.5dB loss in PSNR.

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2012